Spoilers for the campaign to follow.
Hello everyone,
I was a subscriber to the AP line when Strange Aeons initially came out and I started running it very quickly. My group got almost through book 3 (we are about to get their memories back) and we have taken a VERY long hiatus - roughly 5 years.
My players highly prioritize RP and have been incredibly cool and trusting with the amnesia factor for their characters. We move through campaigns incredibly slowly, even playing 4hrs per week. (For example, it took us 30 sessions to complete Book 1 of Curse of the Crimson Throne!)
The players are looking forward to returning and finishing the AP, making it the second campaign we will ever finish.
Now, even when I was running Strange Aeons in 2016/2017 and reading people's criticisms of the AP now that people have gotten to finish it for the past several years, I know there is some changes I would like to make going forward.
A lot of the issues I have seen stem with some tonal weirdness in Book 4, some plot points feeling a little odd or disheartening (ex. completing the Mysterium and missing Lowls yet again, only to be told you can research there instead, the Necronomicon being a let down), and the final boss feeling underwhelming or like they came out of left field.
Here are the things I am looking at accomplishing:
1) Trimming the AP. I want to cut some content to keep the campaign focused on the horror/weird fiction elements. We progress very slowly, and I want this to move at a decent clip if possible, thus cutting content. I am guaranteed going to be cutting the gnoll stuff in Book 4.
Any recommendations for streamlining or shortening the game without missing out on any fun set pieces?
2) I really like the idea of the group traveling to the "real world" at some point and running with Call of Cthulhu rules for several sessions. I think that would be a really wacky way to keep the adventure feeling fresh. This could be a fun way to link together any missing elements that I might lose by trimming the campaign.
3) Making the end boss more satisfying. I've read a lot of threads in here so I've seen what other people have suggested of making the last fight be Lowls, etc. But I figured I'd post about it again here.
I don't have any ideas set in stone, so I'm looking to bounce some ideas off people for what they did to mitigate any of these issues, or what they would recommend.
I am comfortable with tweaking APs. One of the big changes that has already happened in our game is that I allowed the ritual at the end of Book 2 to be successful - which the players unknowingly contributed to despite the fight being won. They rushed outside of Iris Hill in time to see Thrushmoor being taken away, and it's one of their highlights of any session we've ever played.
Thanks in advance!